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Road transition node mesh not at surface level?

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Just a disclaimer, I'm new to both asset creation and modelling so go easy on me :P

Recently I've been working on creating a guided busway track asset for C:S to mimic the one we have here in Adelaide and I've run into trouble getting the transition between the track and stock game roads to line up properly. For whatever reason the game insists that the track height shouldn't line up with anything I connect it to aside from itself.

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The track's drivable surface height is aligned at 0 with the guide rails on either side being 0.15 units above the surface, so it should line up nice and level with the terrain. I realise that default roads have their surface level 0.3 units below ground level, so I tested with some 2-way highway. For whatever reason it tries to dip down as though the track is below surface level, exposing the seam of the transition mesh and giving that same ugly misalignment that occurs with the 2-way road. This happens regardless of how I try setting the surface level offset or lane height offsets. I've tried raising the origin of both the track and node meshes to sink them 0.3 units down, but then I start to get dirt mounds clipping through the road, plus it seems like a dirty hack.

Spoiler

WTd6wze.jpgXQtH0jj.jpg

What I'm trying to understand here is why C:S insists that the track sits at a different height from where it actually is. I've been cracking at this issue for a few days now and I'm at a total loss for what to do next so any input is appreciated.

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Posted:
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Hi and welcome to the forum. 

First of all ..  It's always great to see someone new who starts to create assets for the game! :)

 

The answer to your problems should be relatively simple.

The origin of your model has to be at the center of the axis. That's the only way (or at least the most convinience one) for the game to work correctly.

Therefore the normal road mesh has (the street not the ped paths)  to be modeled below 0 at -30 cm. But I guess you've already known that. ;)

In game nodes work always the same .... they'll connect different objects (segments) always at the same height (that's where the model origin comes in to play) ...which will result in the behavior seen on your first picture.

The only way arround that is to use the "highway prefab" for your road (surface level 0) and a "transiton" node to connect it to the standard "sunken" roads. These nodes have to be modeled with a slope from -0.30 to 0.

 

Wbr

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